Aranuvir wrote:That's what I call a great new feature. Really amazing. And I had feared the development would finally die after release 1.1.0 ...
Does this also work with mhx-imported models in Blender?
Given our previous track record, I doubt there will be any new major release of the core program for the foreseeable future. Which is probably a good thing. The way I see it, 1.1.x is a now a very stable platform to build on, which means it is now more viable to focus on expanding the set of plugins, assets and online services. These things bring more user value anyway, and are not dependent on any release cycle. Personally, I will most likely focus my effort on this anyway.
Concerning the sync mesh thing: I didn't test, but I presume that MHX2 preserves vertex order, so it should work. What most definitely won't work is operating on a proxy. Also note that changing vertex positions is all it does: specifically it doesn't move, for example, eyes or eyebrows in accordance to shifts in the facial structure. Nor will clothes etc adapt to fit the new shape.
The immediate use I see for it now is in developing clothes or targets for specific toons. If you have an elaborate toon in makehuman you can now easily move around the makeclothes/maketarget base mesh, so that you know that the clothes/targets will fit the end character.